A gamified e-learning web application with ai-driven study planner utilizing llama

E-learning has transformed the way of traditional learning by making learning accessible for students anywhere and anytime with technology devices. Thus, the project focuses on developing a gamified e-learning web application powered by artificial intelligence (AI) using Large Language Models (LLMs)...

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Main Author: Tey, Yu Jing
Format: Final Year Project / Dissertation / Thesis
Published: 2025
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Online Access:http://eprints.utar.edu.my/7277/1/SE_2104483_FYP_report_%2D_TeyYuJing_TEY_YU_JING.pdf
http://eprints.utar.edu.my/7277/
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author Tey, Yu Jing
author_facet Tey, Yu Jing
author_sort Tey, Yu Jing
building UTAR Library
collection Institutional Repository
content_provider Universiti Tunku Abdul Rahman
content_source UTAR Institutional Repository
continent Asia
country Malaysia
description E-learning has transformed the way of traditional learning by making learning accessible for students anywhere and anytime with technology devices. Thus, the project focuses on developing a gamified e-learning web application powered by artificial intelligence (AI) using Large Language Models (LLMs) integrated with LangChain for secondary school students to improve the learning experience. The web application is built using the Model-View-Controller (MVC) architecture, with Laravel for the backend and React for the front end. The three user modules, students, teachers, and administrators, are included to provide role-specific functionalities. Students can enroll in courses, access learning materials, engage in gamified challenges, track their learning progress, and participate in discussion forums. They also benefit from personalized AI-generated study plan timetables that analyze their strengths and weaknesses across subjects. Experimental results show that LLaMA 3.1 achieves higher accuracy and stability than Qwen 2.5, making it a stronger candidate for AI-driven study planning. Teachers are able to manage course content, monitor student performance, provide feedback, and interact with students, while administrators oversee user management, platform usage, and gamification elements. By combining gamification with AI-driven personalization, the web application aims to motivate students for more engagement to improve learning retention. Keywords: Artificial Intelligence, E-Learning, Gamification, Large Language Models (LLMs), LLaMA, Personalized Learning Subject Area: AZ191-193 Evaluation, LB1603-1696.6 Secondary education. High schools, T61-173 Technical education. Technical schools
format Final Year Project / Dissertation / Thesis
id my-utar-eprints.7277
institution Universiti Tunku Abdul Rahman
publishDate 2025
record_format eprints
spelling my-utar-eprints.72772026-01-13T10:00:44Z A gamified e-learning web application with ai-driven study planner utilizing llama Tey, Yu Jing QA76 Computer software T Technology (General) E-learning has transformed the way of traditional learning by making learning accessible for students anywhere and anytime with technology devices. Thus, the project focuses on developing a gamified e-learning web application powered by artificial intelligence (AI) using Large Language Models (LLMs) integrated with LangChain for secondary school students to improve the learning experience. The web application is built using the Model-View-Controller (MVC) architecture, with Laravel for the backend and React for the front end. The three user modules, students, teachers, and administrators, are included to provide role-specific functionalities. Students can enroll in courses, access learning materials, engage in gamified challenges, track their learning progress, and participate in discussion forums. They also benefit from personalized AI-generated study plan timetables that analyze their strengths and weaknesses across subjects. Experimental results show that LLaMA 3.1 achieves higher accuracy and stability than Qwen 2.5, making it a stronger candidate for AI-driven study planning. Teachers are able to manage course content, monitor student performance, provide feedback, and interact with students, while administrators oversee user management, platform usage, and gamification elements. By combining gamification with AI-driven personalization, the web application aims to motivate students for more engagement to improve learning retention. Keywords: Artificial Intelligence, E-Learning, Gamification, Large Language Models (LLMs), LLaMA, Personalized Learning Subject Area: AZ191-193 Evaluation, LB1603-1696.6 Secondary education. High schools, T61-173 Technical education. Technical schools 2025 Final Year Project / Dissertation / Thesis NonPeerReviewed application/pdf http://eprints.utar.edu.my/7277/1/SE_2104483_FYP_report_%2D_TeyYuJing_TEY_YU_JING.pdf Tey, Yu Jing (2025) A gamified e-learning web application with ai-driven study planner utilizing llama. Final Year Project, UTAR. http://eprints.utar.edu.my/7277/
spellingShingle QA76 Computer software
T Technology (General)
Tey, Yu Jing
A gamified e-learning web application with ai-driven study planner utilizing llama
title A gamified e-learning web application with ai-driven study planner utilizing llama
title_full A gamified e-learning web application with ai-driven study planner utilizing llama
title_fullStr A gamified e-learning web application with ai-driven study planner utilizing llama
title_full_unstemmed A gamified e-learning web application with ai-driven study planner utilizing llama
title_short A gamified e-learning web application with ai-driven study planner utilizing llama
title_sort gamified e-learning web application with ai-driven study planner utilizing llama
topic QA76 Computer software
T Technology (General)
url http://eprints.utar.edu.my/7277/1/SE_2104483_FYP_report_%2D_TeyYuJing_TEY_YU_JING.pdf
http://eprints.utar.edu.my/7277/
url_provider http://eprints.utar.edu.my